Hakon

Herger Orickson's page

439 posts. Alias of TheNine.


Full Name

Herger Orikson

Race

Ulfen Human

Classes/Levels

Cleric 3 Hp:24/24 F +4, R+2, W +6 AC16 T-11 FF-13 Initiative +1, Perception +3, Sense Motive +7

Gender

Male

Size

Medium

Age

34

Alignment

NG

Deity

Erastil

Languages

Common

Occupation

Father

Strength 14
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 17
Charisma 14

About Herger Orickson

Herger Orickson
Male Human Cleric 3
NG Medium human
Init +1 (+1 dex); Perception +3
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DEFENSE
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AC 16, touch 11, flat-footed 13 (armor +3,shield +2,Dex +1)
hp 24 (1d8+2)
Fort +5, Ref +2, Will +7

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OFFENSE
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Speed 30 ft.
Melee:MW Morningstar +5 (1d8+2 20x2) B,P
Ranged: Longbow +3 (1d8 20x3)P
Ammo:40 normal arrows (only carries 20 in a quiver on him though,other 20 on horse)
Secondary weapons: Dagger +4M+3R (1d4+2 19-20x2) P,S

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STATISTICS
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STR 14, DEX12, CON 14, INT 12, WIS 17, CHR 14
Base Atk +2; CMB +4 ; CMD 15
Feats: Extra Channel, Selective channel

Skills: (trained)
Diplomacy - +8, Heal+8, Sense Motive +8, Spellcraft +5, Survival +7
Knowledge Skills (trained)
Knowledge Religion +5, Knowledge Planes +5

TRAITS
Traits:Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your constitution as a result, and gain a +1 trait bonus on Fortitude saves.
Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Pioneer - +1 trait bonus to survival, start play with a horse

Horse, light:

Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding
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Special Abilities
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Docile This animal's natural attacks are treated as secondary unless it is trained to fight.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Languages Common,Dwarven

Combat Gear:MW morningstar, dagger, longbow, 40 arrows, studded leather,MW Darkwood heavy shield
Non Combat Gear: This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol. Traveler's Anytool,Healers kit (10 uses) potion of cure light, potion of shield of faith, potion of endurence
Assets: 7 gp, sp, cp
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SPELLS - Memorized at dawn
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0 - level memorized (3) - Create Water,Detect Magic, Light
1 - level memorized (1+1 domain+1 wisdom bonus) Endure Elements, Bless (domain), Shield of Faith, Obscuring Mist
2 - level memorized (1+1domain, +1 wisdom bonus) Bull's Strength,Shield Other,Spiritual Weapon
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SPECIAL ABILITIES
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Weapon and Armor Proficiency - Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities

Channel energy (7 times a day 2d6) With the feat Selective channel may designate up to 2 creatures in burst to not be affected.

Aura - Good

Domains - Animal, Community -

Animal:
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.


Community:
Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.

Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Domain Spells: 1st—bless, 2nd—shield other, 3rd—prayer, 4th—imbue with spell ability, 5th—telepathic bond, 6th—heroes' feast, 7th—refuge, 8th—cure critical wounds (mass), 9th—miracle.


Orisons: Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Spells -
appearance:
Herger is a tall (6'6"), imposing (234 pounds) man with a full beard (well groomed) that reaches his chest. His long not quite wild blond hair is pulled back behind his shoulders almost to his mid back Streaks of lighter grey hairs ar just barely visible in hair and beard his peircing blue eyes are almost always calm. He dresses in simple clothing for the most part, like a craftsman or solid farmer and prefers to let his actions speak louder than his words... though when he does speak he has a deep baritone voice that brooks no nonsense.

background:
- Herger is an almost tragic figure, a large Ulfen man of a quiet nature. He was married once, long ago to a winter witch whos machinations ended with her dead and their home burned. He and their young son barely survived. He fled east with the boy into the Realms of the Mammoth Lords, Then south through Belkzen into Lastwall.

The war torn lands of Lastwall wasnt the place to try and settle, so he moved them east. The Zealots of Razmiran disgusted him, and though he had given up the cloth long ago when he married a winter witch his new found rededication to his old Faith in Erastil rekindled he wasnt going to stay there long.
They moved east he and his boy, now almost in his early teens, and after two failed attempts to settle in the wide open Expanses of the River Kingdoms they moved north to Restov.This time with a charter and aide of allies they wont be driven off their lands by bandits again.